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Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

Yaya

Smash Champion
Joined
Oct 22, 2007
Messages
2,373
Location
Burnaby, BC
God, the only thing I hate about MP2's Multiplayer was that god**** song, I always had it on Torvus Bog on the Sanctuary.

Mp2 Multiplayer.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910

Valgar Reinhart



”Big Shoulder Pads Rule”



Guardian Heroes is an obscure fighting game for the Sega Saturn with a story that was one of the few games to have multiple routes in a game at the time. In the versus mode, you could play ANY generic enemy, play the super uber bosses, and could play with 6 characters in ONE GO! This game was also created by treasure, the makers of Gunstar Heroes and Sin and Punishment. This game also has the boss GOLDEN SILVER from Gunstar heroes as well, which you had to beat by hitting the jewellery. Regardless, this character is a major part of the story.

He first appeared with a very powerful Robotic warrior, who died to Undead Hero, and ran away. Valgar is the Prince of the puppet kingdom and leader of the Black Knights. Valgar's fate varies dramatically in the plot arcs, with him either being killed by Zur, turned into a warrior of the Sky Gods, or him teaming up alongside the heroes to save Lucia from Golden Silver. In Versus mode, though he has a very simple moveset, he proves a powerful character whose high agility and attack priority allow him to be played aggressively. If he connects with it, the Graviton Bolt is one of the most powerful spells in the game. If done in quick succession multiple Graviton Bolts can be used to exceed the 255 hit combo limit and reset it back to 1.

Here are some videos of Valgar:

Valgar (HMN) vs Genjiro (CPU): http://www.youtube.com/watch?v=AsLYHpetUUA&feature=related
Valgar (CPU) Vs Super Zen (CPU) (1:30): http://www.youtube.com/watch?v=4P5dA4IyLw4
Guardian Heroes: Muscle heads vs Kanon, G.Silver and Valgar (All CPU): http://www.youtube.com/watch?v=y-xeQML2p6A
Guardain Heroes Play through (a play though one route): http://www.youtube.com/watch?v=U9pOCFGIYuA&feature=related





Just like Undead Hero, Valgar has a magic bar underneath your health percentage. When it is full, its blue; and when it’s is a bit empty, the background of the bar is purple. The bar is the same width as 2 numbers, and is clearly visible.

The Magic Unit is 255 (which also happens to be the max combo limit in the game as well), and you can only recover magic from using Valgars down special. Moves that will use magic would be anything that isn’t psychical from Valgar, and any moves which would to use magic will be listed underneath the move like this: [25 Magic Units used] for example. This is a mechanic featured in many movesets, so don’t expect it to be any different from those sets. Standard mechanic is standard. Hint: Not every moveset should by OTT with creativity, even some of the most simple ideas are the most favoured. This mechanic resets every stock.



Strength - 4.5/10
Walking Speed - 10/10
Dashing Speed - 8.5/10
Direct Range - 6.5/10
Indirect Range - 7/10
Weight - 5/10
Size - 6/10
1st Jump - 6/10
2nd Jump - 5.5/10
Fall Speed - 7/10
Aerial Movement - 8/10
Crouch - 6/10
Traction - 4/10
Others - Wall Cling

Good
Average
Bad

Valgar is a very quick character, aerial movement and ground movement are very fast (think Shieks ground speed with Wolfs aerial mobility), while he isn’t the strongest character. Everything else about his stats is average or borderline. This character echoes traditional non-heavyweight characteristics (fast, but not all that powerful), but remember that Stats is ALWAYS an approximation, nothing is exact (otherwise it would be in the games system), and that playstyle generally out rights destroy the stats, as the characters work around it, or the stat isn’t that big of a deal. Playstyle is good, you don’t have one? Fine, just that everyone can counter you.



Down Special - Magic Restore

(Automatically Released) Valgar holds his arms across each other, and then blue matter surrounds his body, making Valgar flash white blue briefly. This has low start-up and ending lag, and can be done in the air. This recovers 50 units of Magic every second, but it takes 30 Magic Units to do this move! This means that if you go past 30 Magic Units, this means you lose most sweet-spots, and some moves simply won’t happen, so you MUST remember how much each magic move uses, or for the rest of your stock, your screwed. This means that it takes about 5.1 seconds to complete from 30 Magic Units (minus the 30 it takes to do this move), but of the low lag, it means you can fit this in from the middle of a jump, like how some charge moves like FLUDD. Do I have to say when you want to use this? Well, use it at most opportunities, and mostly at dangerously low magic units left.

[30 Magic Units used]

Neutral Special - Graviton Bolt



(Automatic Released) Valgar sticks his hands out, and shoots out a small blue electric ball the size of a soccer ball if left uncharged, and shoots it forward a good distance. This has very low start-up lag, and low ending lag as well. When uncharged, this does 3%, and just hit-stun with every hits (you can try DIing it, you’ll be hit by one at least, but it’s the only way of getting out of a sea of stun {because this is very spammable uncharged}). When left alone, Valgar stays in one place, sending the ball forward half of Final Destination, going at a quick speed with low priority. When fully charged, this does a total of 12% and 8 multiple hits which take 2.5 seconds to fully charge (the multiple hits are also DIable). This goes the whole distance of Final Destination, going slightly slower than Lucas’s PK Thunder, but has amazing priority (when fully charged in Guardian Heroes, it could travel through Laser beams – FREAKING LASER BEAMS!). Also, when this is released Fully Charged, Valgar pushes backwards about half the distance of Falcos phantasm, and since of the low ending lag, you can follow up, or jump with all that momentum.

This also uses 5 – 25 Magic Units. This can be used to rake up some cheap damage, and if opponents don’t know how to DI, they could be stuck in a sea of hit-stun if spammed uncharged (spamming this means you have to be careful of how much magic you waste, at least those n00bs can get out of it at some point. Also, when this is fully charged, since of the amount of hit-stun, you can follow up this with another move, but is quite hard because of the slide (maybe you can use that momentum for more?), but at least you can use it to aid recovery. Shielding against this is also dangerous for the opponent, fully charged or spammed to high heaven.
< 3 – 12% >

[5 - 25 Magic Units used depending on charge]

Side Special - Obscure Darkness

You can hold this done if you like, as it increases the range of this move a bit. Valgar sticks his swords underneath his arms, and sticks his right hand out forward, releasing black magic outwards. The black magic first looks like 2 black flames, but if held out long enough (3 seconds), you can see a gap looking like a circle, reaching forward about the same distance as ROBs laser in the F-smash. This also has little start-up lag, but has quite a bit of ending lag if unsuccessful with its effect, but it also has quite a bit of ending lag if you catch the opponent anyway.

Anyone that touches the black magic gets trapped in a black bubble that takes 3 seconds to get out of at 0%, but about 10 seconds at 100%. The black bubble size is dependant on the opponent, being about 1.4 times the size of the character. There is a range of effects that takes place in the bubble, such as:

~~~ The opponent CANNOT shield, but can spot dodge, and roll a tiny bit.

~~~ Projectiles get stuck in the bubble, and gains 2 hit-boxes of the move, but do a third 1/3 of their damage.

~~~ If you use Down B right next to this, the darkness of the bubble goes towards Valgar, recovering 2% every second (also reliant on the amount of Magic you have)

~~~ If you do a move that does 14% or higher, you burst the bubble, taking the knockback of the move with a tad more hit-stun. If you hit the bubble with the same element and over 14%, the knockback is stronger, like how it normally should be 14% later.

~~~ If you hit the bubble with an elemental move that does less than 14%, it makes the bubble suitable to that element (the bubble starts of as darkness)

~~~ If you use side-b again next to it, the darkness of the bubble grows a bit, and darkness fades into the bubble more. With each side-b, the knockback done with that powerful move is 1.1 times stronger, and with every side-b, this gets stacked. Very useful at those high percents



This is a great move, as it makes it much, much, MUCH more easier to land the KO. Plus, it has those additional effects that help make it a great move. You can recover energy a bit; it is easy to hit the opponent with projectiles as well. Even though when you tap this, this has small range, but it is incredibly easy to rush to where the opponent is, and if you vary your moves a good deal, they might spot dodge while you hold this out, making it a sure connection. This is the main set-up used to KO the opponent, especially with the forward smash.
< 0% >

[10 Magic Units used, holding this out loses 1 Magic Unit every 2 seconds]

Up Special - Vanishing Electricity

Valgar disappears very quickly, and you can aim where this recovers in the same way as the Spacies recoveries. Valgar is invulnerable during this, and we see blue electricity flowing to where Valgar re-appears at quite a slow pace, and when the electricity reaches to Valgar, he re-appears. This has low start-up lag, but the ending and landing lag is great, and that this has quite a long duration. The electricity is about the size of Luigi tall. The electricity does about 13% when it passes the opponent, but is dependant on the size of the opponent. This is also un-diable, and only delivers hit-stun, but has transcendent priority (doesn’t clash with anything). Valgar goes upwards about 3.5 stage builder blocks, higher than Falcos recovery, lower than Foxes. This isn’t the greatest recovery going, but at least he isn’t vulnerable during the recovery like Zeldas recovery, but with good timing quite easy to edge-hog however. It can’t really be used to damage the opponent, as it is quite slower, but if the opponent shields this, well, lets just say that this munches on it like dinner. Also, if you run out of Magic, you have no recovery, good bye stock.
< About 13% (dependant on characters size/bulk) >

[10 Magic Units for teleport; 15 Magic units for electricity (total of 25 Magic units used)]



Neutral A - Quick Combat

THIS HAS 4 PARTS IN IT! Valgar turns towards the screen, and then pokes his right blade forward very quickly with low start-up lag and disjointed priority, doing 3% and a slight stun. This has an amazing jab-cancel game, having great frame advantage over the majority of the characters; this is the only part of the jab which has this quality. The next part, Valgar slashes his left sword horizontally to the left quickly, having a good deal of range for his size. This also has very low lag (a bit longer ending lag to make jab-cancels not viable from this point {this is the same with the other hits, I won’t mention this again}) with disjointed priority, doing 3% and a slight stun. The next part is that Valgar slides forward a stage builder block, sticking his right leg out. This has low priority, but has good range due to the lag. This does 2% and a slight stun, having 30% chance of tripping at 0 – 60%. The final part of this move is that Valgar spins around, and slashes his swords horizontally to the left very quickly. This has a bit of ending lag after this move. This has disjointed priority as well. You can hold this down as well (like Marios jab). This does 5% and low horizontal knockback. This is great at raking up damage, and is quite hard to avoid as well, and has a great jab-cancel move. Very useful, you’ll find out you’ll use jab > Grab/tilt/side-b quite a lot.
< 3% + 3% + 2% + 5% = 13% >

Dash Attack - Parade of Aggression



Valgar jumps into the air half a stage builder block, and launches forward. Valgar first punches forward with his left hand (holding the blade away), then he strikes forward with his left blade forward, and he ends this move by slicing his right sword diagonally downward to the right. This has little start-up lag, but has a bit of ending lag. This also makes Valgar move forward 3 stage builder blocks in the air, and he jumps off the stage as well if used on the edge (like Kirbys dash attack in melee) and isn’t affected by gravity. This also has low priority on the first punch, but disjointed priority on the swords. The first punch does 3% and a stun that connects the other parts of the move. The next strike does 4% and a stun that also connects with the last hit. The final hit does 5% and low-high horizontal knockback. This is a great damage raker, and is great at punishing the opponents and approaching. It also delivers good pressure on the opponent, always being in their face. This can also be used for shield pressure. This has lots of pros, so make use of them.
< 3% + 4% + 5% = 12% >



Forward Tilt - Sword Crasher/ Slash Projectile



This has 2 variations to it! One is just pressing Forward Tilt, the other doing Forward Tilt in a quick succession which is very easy to do!

Sword Crasher (1x Forward Tilt)

Valgar slashes his 2 swords downwards, making an arced slash mark. This has low start-up lag, and also has a small amount of ending lag as well. This also has disjointed priority, and has decent range, but not the worst nor greatest. This has 2 hit-boxes, at the beginning of the move, which does 2% and a stun that ALWAYS links to the more powerful hit-box. The next hit-box is just a few frames after the previous hit-box; this does 8% and low-high diagonally upward knockback. You’ll want to use this move quite often, as this has low lag and has disjointed priority. You might be able to chain moves along at early percents as well. This has very low KO potential though, so use this for spacing and slight damage raking.
< 2% + 8% = 10% >

Slash Projectile (2x Forward Tilt)

This has the same animation as the above variation, lasting the same length, but has no hit-box on the swords! Instead of the stunning hit-box, he sends out a X slash which constantly moves around forward. The slash is about the same size as an Aura Sphere at 50%. The projectile also moves forward at the speed as Wolfs Blaster, and reaches about half of Final Destination forward. This does 6% and low upward knockback which has VERY low knockback growth, but staling this can make it do 3% quite quickly. This also has WEAK priority, being beaten out by most tilts. This is highly spammable, comparable to Wolfs blaster. You can use this to camp a bit, but it’s the direction of the projectile is good, sending them upwards sets ups for various aerial attacks if you hit them close up, or for a quick dash attack.
< 6% >

[5 Magic Units used]

Only 5 MU, considering this didn’t use any magic in the game.

Upward Tilt - Lightning Upthrust

Valgar jumps into the air briefly, and slams his left sword into the earth, looking at the ground as well, and then a burst of blue lightning gets shot up quickly, and then he takes sword out of the ground, and enters his normal stance. The sword movement at the beginning of the move is a strong meteor smash which does 7% with disjointed priority (which may only be useable if the opponent walks into the end of the sword movement, and the lightning hits the opponent, it is unlikely you’ll spike the opponent from the edge with this). The lightning appears after 0.5 seconds after you first input this move, doing 11% and mid vertical (electrical) knockback and disjointed priority; which reaches the size of Ganondorf upwards about the width of Yoshi VERY quickly. This has little start-up from the first hit-box, but has quite a bit of ending lag. This can do a potential 18%, but it isn’t likely. The lightning can be a great anti-air approach, and can be used to change the element of the side-b bubble (since it is not strong enough). You shouldn’t use this all that much, as it is quite punishable. If the opponent shield BOTH hits, their shield becomes much smaller, although I have no idea why they would be holding their shield out for so long, plus this could punish spot dodgers against the initial hit-box.
< 7%/11% >

[15 Magic Units used]

Downward Tilt - Sliding Steel of Blade

Valgar crouches down onto one knee, and slides his right handed blade forward against the floor a good distance. This has low start-up, and has practically ZERO ending lag, but you can only use this when you have the right handed blade (are ya dumb or someting?). The blade goes forward about 3/4s of Battlefields main platform slightly slower than Foxes blaster, and if it goes past the edge into the death boundary, it magically appears in his hand (yes, this also uses Magic Units XD), otherwise to get it back, you have to walk to it. When you don’t have the right handed blade, your sword moves which require both swords will be cut by a third, or a section of the move disappear completely! So, be careful. If you hit the opponent with the blade, it does 6% and 100% Trip rate. The blade also has ultimate priority as well; nothing will stop its path. This is an effective move, and if they are close up when you do this, they’ll trip, and you can use side-b, grab them, or use his multiple hitting moves. All good players should try to pick up his right handed blade up straight away, or use it off the edge, so the other opponent won’t camp beside the blade.
< 6% >

[15 Magic Units used (when the blade falls off the edge)]



Forward Smash - Faint Backstabber

When you do this while no-one is around, Valgar will dash into the air about 2 stage builder blocks at the same angle as Wolfs side-b, and after 0.2 seconds, he teleports out of the way, and after 0.1 seconds, he reappears, and stabs forward with his bigger sword in a crouched stance. You charge this up when you teleported away. If you aim forward or backwards, you alter where you teleport back on the stage (the difference is about 1.5 stage builder blocks away from the original position) This has quite a bit of start-up, and quite a bit of ending lag. This also has amazing priority. This does 17% (23% fully charged) that kills horizontally at about 150% on the middle weight characters (differs if charged up). This also hurts shields quite badly if shielded, about a 1/3 of it when the shield is at its biggest. This move also has mindgame factor similar to Sonics neutral B and a combination of Metaknights down special, the opponent tries to guess when you release your charge (varying it is key), and where you are hitting. If you miss though, this is extremely punishable.
< 17 – 23% >

If you do this right close up next to the opponent (a few inches further away from a Luigi grounded sweet-spot), Valgar starts to do the animation as he does in the above paragraph. However, when he does this, the screen turns dark, the camera zooming in, and Valgar is staring at the opponent with a nice grin. You know epicness is about to ensure for the opponent (as every other character is frozen). After 0.4 seconds, Valgar re-appears, striking behind the opponent, causing a huge slash visual to appear. Can you imagine the pain? This has quite a lot of ending lag however (start-up lag is about 2 frames for this version). This does 21% and diagonally upward knockback that KOs the opponent about 140% with the darkness element. When the opponent shields against this, it deals 65% damage to it, huge amount of shield pressure. As you can imagine, all those graphic effects just for that? No, you shouldn’t use this being this close, instead, USE SIDE-B, ADD MORE DARKNESS TO THE BUBBLE, AND KO THE OPPONENT AT MUCH, MUCH MORE EARLIER PERCENTS. The only other time you should use this is to deal that amount of shield pressure on the opponent, and if doesn’t break then, prepare to be punished greatly.
< 21% >

[10 – 25 Magic Units depending on how long you charge this]

Upward Smash - Electrolysis Blade

Valgar will first stick his left blade into the air, and blue lightning appears 2 stage builder blocks above Valgar, and goes towards the sword. After another brief moment, another blue lightning strike hits the right blade. Valgar then slashes his swords outwards, causing a great burst of blue electricity. This causes the next move which involves his swords to do electric damage, 3% more damage, 5% increase of knockback, and 2 times more hit-stun! This has low start-up lag, but has a long duration with quite a bit of ending lag. This also has disjointed priority, and the final burst of electricity is about 1.5 times the size of bowser above Valgar upwards and slightly to the side. The first thunder does 1 hit-box, doing 7% (10% fully charged) and a tiny bit of knockback. The second thunder also has one hit-box, doing 6% (9% fully charged), and a tiny bit of knockback. The big burst of electricity does 13% (17% fully charged) that kills at about 145% uncharged. The only time where all hits connect is about 0% - 95%, but the electricity that strikes up is unlikely to hit opponents in front of you, otherwise this can only be used to attack the opponent when they are right above to cause a wreckage of damage. This can also be used when the opponent is trapped in a side-b for a varied kill (alternate between the two depending where you are on the stage). Another way to use this is when you are far away from the opponent, use this to make the next move have more hit-stun, and when you hit the opponent with neutral a or dash attack, the amount of hit-stun make it lead up to another neutral a/dash attack/grab/down smash. 1x Forward Tilt is also a good move with the higher hit-stun, but has less range as aid moves before,
< 26 – 36% if all hits connect >

[25 Magic Units]

Downward Smash - Tornado Twist

Valgar first jumps into the air quickly, and then spins around very quickly diagonally downward, sticking his legs out as far as possible, and then travels along the stage about 3.5 stage builder blocks. At the end of this move, Valgar stands up quickly, and does a quick upper slash with his right blade, and then does a front flip to end this move. If you go off the stage with this, you can angle this up and down in the same way as Metaknights side-b. You can cancel this earlier (going into the upward slice and front flip) by pressing the A button. This has low start-up and ending lag, but the duration is quite long. To make up for the quite long duration, this has quite a big hit-box (only the head doesn’t have a hit-box) and has great priority that will cut through ANY projectile. If you are hit from the start of the move, the multiple hits do 10% (13% fully charged) and stun a bit of stun, while the upwards slash does 4% (6% fully charged) and a bit of stun, and the kick does 6% (9% fully charged) and mid-low upward knockback. This can also poke and eat shields like no tomorrow; opponents need to dodge this to avoid it. This can also be used to approach the opponent, especially with campers (plus this has low ending lag, so you can do this again immediately if you have to), this also rakes up a lot of damage, but this cannot be used for KOing measures. You could also hit the opponent off the stage, and use your second jump right afterwards with an aerial for an early KO.
< 20 – 28% if all hits connect >


Neutral Aerial - Magic Destruction

Valgar will be diagonally slanted, and he holds his arms across each other in an X fashion for 0.6 seconds, and then he spreads his arms out, causing a hoop of magic to shoot out all around Valgar 2 stage builder blocks. You can charge this up, but you have to tap a as fast as you can, the more taps you can do, the stronger it is, but the more magic it uses up. The max limit is 10 taps, but EACH tap makes it do something, while 10 taps is incredibly inhuman, well, you’ll judge the power intensity yourself. This has a lot of start-up lag, but has little ending and landing lag.

1 Tap: No Element Wave: This is pitiful, it only does 3%. This also trips 60% trip at all percents, and has low amount of hit-stun however. Pretty much useless unless you get the trip in.
< 3% >

2 Taps: Sudden Spark: This makes the wave blue. This does 5%, has a 40% trip (on grounded opponents), but has quite a bit of hit-stun on it. Only used for a follow up move, even though there are other moves that have less start-up lag than this, so, this shouldn’t be used all that often.
< 5% >

3 Taps: Inferno Wave: This makes a fire wave instead. This also does multiple hits, making a total of 7%. The last hit also does very-low diagonally upward knockback that has a 20% chance of tripping the opponent if hit by any of the hits. This also lingers out 3 times longer than the above versions, so this can be used to punish dodges. Not really that useful in any other way.
< 7% >

4 Taps: Aura Burst: This makes a blue wave made up of the aura element. This does 11% and mid horizontal knockback with a decent amount of hit-stun. This WOULD be a good GTFO move… if the start-up lag wasn’t so bad.
< 11% >

5 Taps: Dark Wave Crush: This makes the wave turn into darkness, and instead of spreading out, it goes downwards 1.5 stage builder blocks. This does 14% and quite a strong meteor smash. This is where the magic finally becomes good, as this has quite good range going downwards, and might be used for gimping unexpected opponents.
< 14% >

6 Taps: Barrier of Electricty: This makes a circle barrier having a Kirby width radius. This has a tiny bit more ending lag than normal. This does 6 multiple hits, and can recover half the damage of energy projectiles. This does a total of 17%, with the last hit doing mid horizontal knockback. This is good at raking damage, if you don’t get hit in the start-up lag mind you.
< 17% >

7 Taps: Fire Devastation: This makes the waves red with the fire element (and twice as thick than normal), and sends 2 waves instead of one, the second one activating straight after the first wave. The first wave does 11% and hit-stun that makes the next wave a certain hit. The second wave does 11% and mid-high diagonally upward knockback. 22% is a lot of damage, and you could use it about 30% + so you can’t be punished for it. Remember the start-up lag though.
< 11% + 11% = 22% >

8 Taps: Dark Poison Balls: There will be 8 black balls appear the size of a soccer ball. They all home into the opponent. They all aim for the opponent at the speed of Wolfs blaster, but if they miss, they’ll carry on going in a straight line. Each ball does 3% and low-high diagonally upward knockback with very low hit-stun. There is a poison effect as well, doing an extra 9% over the course of 9 seconds which can’t be stacked upon. This means that if the opponent doesn’t air-dodge, they’ll get an ownage of 8 balls, and possibly an early KO for some odd reason. This could also be used to force the opponent to air-dodge, and unable to recover, plus air-dodging is very punishable.
< 3% each ball (lol), 9% for poison >

9 Taps: Wind ****: yes, ****. This makes a tornado appear the width of a normal wave, but is 3 stage builder blocks big. This does 10 multiple hits which are unavoidable. This does a maximum of 25%, with the final hit doing high-low vertical knockback. This also has wind outside the tornado as well, making Valgar unpunishable. This does a lot of damage, and can KO opponents at about 140%. Remember you need to do 9 taps in between 0.6 seconds, if you can do that, you have ninja fingers.
< maximum of 25% >

10 Taps: Matter of Destruction Ummm, more **** if you can do this. This combines all of the elements of all the above variations, extends 3 times further than before, and we see Valgar flash bright blue if you succeed this. This does 28%, very high horizontal knockback with massive hit-lag. Extremely powerful, his strongest move, if you can do it that is, as it is, like, humanly impossible, but regardless, it is a well deserved hit if you exercised you thumbs that much.
< 28% >



Well, you can try to get the highest amount, just drain your sorry thumbs out ay? It is best just to use the 5 – 7 taps, as that is a more human target for you lot. Just don’t use this all that much, this move should be situational… VERY situational. Cool move that is very hard to use = ;_;

[4 Magic Units with each tap]

Forward Aerial - Kicks of Fury



Valgar does 5 kicks in this move. His first kick has his right leg down and he kicks with his left diagonally upward, then he lifts his right knee up for a second strike. Valgar then does a spin kick with his left leg. Then, Valgar then sticks his right leg up diagonally, and he ends this with a hooking sweep to his left with his left leg. This was loosely based from the above gif. This has very low start-up, ending and landing lag, but has below average priority. This also causes quite a bit shield pressure as well. When you do this on the ascent of your jump, this increases the jumps height by 1.5 times, helpful with recovering with your sub-par up-b. Also, if you hold down while doing this from the start of the move, this makes this travel in a straight line, which also makes this a decent OoS punisher (plus, if you do it like this, he travels about 3.5 stage builder blocks horizontally). This has 5 multiple hits in it, with the last hit doing knockback. The first 4 multiple hits aren’t just your average hit-stun, this traps the opponent in the exact same way as Falcos F-air (if you hit the opponent going up, the multiple hits drag the opponent upwards, hit the opponent going downwards, it makes the opponent go down as well. You get the idea). This does a total of 16%, with the final hit doing mid-low diagonally upward knockback. This is a great damage raker, can be a good punisher if used correctly, and can cause great Shield Pressure (plus the hit-boxes come out faster than those grabs anyway). A great move, use it for recovery (both horizontally and vertical to boot), just don’t expect to KO with it ^_^!
< A maximum of 16% >

Backward Aerial - Black Dart

Valgar quickly puts his right handed blade into his other hand. Valgar leans forwards a good deal, with his legs going upwards into the air. Valgar then sticks his right hand outwards with a small darkness effect. Valgar sends out a small amount of darkness that is invisible until it hits the opponent the range of Final Destination at the speed of Foxes blaster. Another unique trait about this move, is that it always stays on Valgars level (meaning when you do this on the ascent of a jump, the projectile gives of the impression of going in a diagonal line for example). This has low start-up lag and landing lag, but has quite a bit of ending lag. This also alters the momentum of the aerial, during this move, aerial movement is much less limited (about 1.5 times as limited), and you can weave in and out with this move. This move only does 4% and very low diagonal knockback that has extremely low knockback growth with the darkness effect. The finger also does 5% and very low amount of hit-stun that has shield pressure the same as DKs Side-b, and also has a 50% chance of tripping as well. This can be an annoying edge-guard since of the moving quality. The main use for this, though, if to alter the momentum, CANCELLING the knockback of the opponent, only if you use another aerial first (because, if you noticed in brawl, that momentum shifting moves aren’t accounted for during knockback, so this is the only knockback cancelling aerial in the game {because it is normally used as a special}).
< 4/5% >

[8 Magic Units]

Upward Aerial - Axis Swirl

Valgar goes into a ball, with his legs sticking out a good deal, and holds his blades above his head. This has very low start-up and landing lag, but has a lot of ending lag. This has 3 Hit-boxes! The body (not including the legs) does 12% (this has sex kick properties, making it go to 4% and just a very weak horizontal knockback) and mid-low horizontal knockback. If you hit the opponent with this hit-box (very easy), you bounce upwards like a pogo stick, and if you hit the opponent with this again, it does the weakest version of the move. The next hit-box is the blades, they do 13% and mid diagonally upward knockback that also has the same pogo stick effect (the next time you hit with this hit-box it does 6% and low-high knockback instead). The next hit-box is the legs. Depending when you hit them, depends where they get sent (When legs get flipped from below to upwards, it does mid-low upwards knockback, and when the legs are going down, it does a very weak spike), the legs do 9% and quite a bit of hit-stun, but this doesn’t have the pogo stick effect. When you hit the opponent with the pogo stick effect hit-boxes, you can IMMEDIATELY go into another aerial and not suffer with the ending lag! This move has a large array of uses. One is using the pogo effect to deal good shield pressure (pogo-ing = above grab-box). This can also be used to rake a good deal of damage to the opponent with the cancelling, but also the legs can also make this move chain with itself, and create pseudo combos. You might want to use this when the opponent is close by, this won’t be used for zoning or spacing, you HAVE to be sure you’ll hit the opponent, otherwise you’ll be punished. Hard.
< 12 – 4% { 13/6% } 9% >

Downward Aerial - Slash and Dive

Valgar looks downwards, and sticks both of his swords downwards as well. Valgar then quickly raises them up wing spread. Valgar then sticks his swords back out downwards, and Valgar dives down at a slight angle. This has very low start-up and landing lag, but has years of ending lag. This also has disjointed priority. The first slash has 2 hit-boxes when he first slashes, doing a total of 11% and mid-low horizontal knockback. The diving down sword does 9% and mid diagonally upward knockback. The amount of hit-boxes make this good at shield pressure – a good follow up from an up air cancel. This also covers a good deal of range, and since of the very low lag, it makes this suitable for approaching the opponent. This is also good for zoning the opponent away as well. What makes this funny, is that if you use this off the stage, you’ll most likely suicide. The first slash would be as useful as Metaknights down air at gimping. Instead, this is a great alternative to approach the opponent and camp in one place. Plus, it makes a great shield pressure move as I already said, it would be best to use this after a cancelled up-air at early percents, and then a hovering forward air at later percents.
< 11%/9% >



Valgar has quite good grab range for his size, just a bit shorter than Marths (his grab animation is similar as well). His Grab frames are average, about the same amount frames as Marios grab. Nothing to notable

Pummel - Defence Pressure

When you do this, this forces the opponent to shield regardless. Valgar then slashes very quickly at the shield, and after about 10 slashes, he re-grabs the opponent. The overall time this takes is about a second, and at low percents, as soon as you finish this, the opponent can just get out of the grab instantly. This does, well can’t due to obvious, no damage what so ever, but instead deal cheap shield pressure against the opponent to aid his shield pressuring game. If you break the opponents shield, it makes it really easy to hit the opponent with the side-b or close-up f-smash. Oh, if you do this against the mother boys, you can re-grab them again and do this again, making them easy match-ups for Valgar.
< No damage mai boi >

Forward Throw - Grand Flip

Valgar grabs onto the opponents shoulders, and flips over their head. Valgar then tosses the opponent upwards. This has very low ending lag. This does 6% and upward knockback at a slight angle up 3 stage builder blocks in the air, and this move has very low knockback growth. This can be followed up with a rising F-air, due to this having a surprisingly high amount of hit-stun. You could also use this to run away and give yourself distance away from the opponent. There is nothing else for this move however.
< 6% >

Backward throw - Back Shocker

Valgar teleports instantly and pretty much instantly appears right behind the opponent. Valgar then sticks both of his blades into the opponents back, also electrocuting them; and then kicks them away with his right leg. This has the same amount of lag as Zeldas down throw (having low ending lag). This does a total of 11%, doing mid horizontal knockback. At early percents, this could be linked with a down smash. Other than that, this is mainly used to deal that good amount of damage and push the opponent off the stage. Be careful though, this uses up 15 Magic Units.
< 11% >

[15 Magic Units]

Upward Throw - Teleporting Gold

Valgar slides forward, sticking his left leg far out with illusions following him (like spacies forward b). This makes the opponent go into the air 3 stage builder blocks, also doing 6%. Valgar is free to do whatever he wants, but when he jumps, he jumps 2 times faster than normal, also creating the same illusion effect. Also, these jumps go the same distance as his normal jumps, but they travel in straight lines, acting just like pikas up special (just without the free-fall and hit-boxes). This is used to follow the opponents DI, plus if you don’t reach the opponent on your first jump, you have the second jump, which also processes the same ability. If you read your opponent, you can follow it up with a F-air, D-air or U-air (I’d use D-air if the opponent air-dodged). The speeding up is from the power of magic syndrome, each jump does 5 MUs each, the slide does 5 MUs as well.
< 6% >

[5 Magic Units for Each jump and the slide (15 MUs altogether)]

Downward Throw - Harsh Strike

Valgar pins the opponent down onto the ground, and sits on them. Valgar then sticks both swords into the heart of the opponent, and then takes the swords back out. This has low ending lag. This does a total of 8%, and sends the opponent horizontally downward, like Wolfs down throw. This is a semi-tech chase, which can be followed up by a dash attack or hovering f-air, which make this better than Wolfs down-throw. If you don’t hit the opponent… well, better luck next time ay?
< 8% >



Black Nights Come Forth




Knight: Hmmph
Soldiers: HUZZAH!


Valgar whistles, and shouts out in a presumably bad *** voice, saying “Members of the Black Night, attack!”. Valgar calls out a massive robot from the above gifs. Valgar also calls out one knight and 3 soldiers as well! The knight has some magic, while the soldiers are generic, just slashing at people and the such. The army stay on the screen for 20 seconds before they jump off! I’ll list the characters in different sections. AI isn’t TOO good, just decent.

Soldier:

The soldier is about the same size as Luigi. In the right gif, there are 3 of them. Yes, they are pretty much the generic enemy of the game (YAY for generic skeleton warriors). The soldiers have 50% energy each, and have no forms of defence. They also jump on platforms, jumping at the height of Snakes first jump.

These soldiers move at the speed of Marios walk. These have generic slashes, okay? They are all decently quick as well, but won’t have any chance of killing (think Marios f-tilt). One move is a horizontal slash, doing 8% and low horizontal knockback. Another move is a diagonally upward one, doing 9% and low upward knockback. Can you guess the next move? Because it’s a swing downwards with the sword like Links down tilt. Doing 8% and low horizontal knockback which has a chance of tripping. The final move is an aerial horizontal swing, doing 9% and low horizontal knockback. The skeleton takes base knockback. There are 3 of them for a reason, there just there for annoyance and an obstacle.

Knight:

The Knight is as tall as Marth, and his weapon is as big as Marths as well. The knight has 140%. The knight has a guard which works like other fighters – taking minimal damage. This knight can use magic as well. The attack speed is average on the whole.

The Magic he uses is he creates a lightning strike straight horizontally, doing 3 multiple hits. The lightning strike reaches 4 stage builder blocks forward for a quick time. This does a total of 19% and mid-low horizontal knockback. The next moves are just like the above ones. He does an extra 4% than the skeletons. He also has a grab if you are to close to him, throwing the opponent mid-high upward knockback, which has the same set knockback throughout. The throw also does 9% with very low ending lag. Basically, the Knight is a buffed up version of the skeletons, with added attacks. He also takes based knockback as well.

MASSIVE ROBOT!!!!:

Yes, it is 2 stage builder blocks tall and wide. The Robot moves at the speed of Ganondorfs walk. Just like in the game, he has uber health, in Guardian Heroes, IIRC, it was 5000 health (IE, unbeatable). In smash, he has 999%, I think you won’t beat that in a 20 second period. He also uses magic.

Well, one move is the laser beam from the gif. It is about the same size as Kirby thick. This has quite a bit of start-up lag, and the duration is quite long as well. The laser beam reaches the distance of Smashville. Each hit pushes the opponent away, not delivering knockback. If the opponent is hit from the start of this, it does 21% and pushes the opponent out of the laser beam.

Another move is that he moves to his side, and he points his arm cannon down, and then quickly moves them upward. At the same time of the movement, he sends out miniature bullets from straight downward – 80 degrees upwards. Each bullet does 1% each, and pushes the opponents upward a little bit (the ending bullet pushing the opponent about the height of Marths recovery off the ground). The bullets also go 3 stage builder blocks along at the same speed as sheiks needles. This can do a maximum of 15%. This and the above move are great, but they have a bit of lag.

Other moves involves standard punching forward and upward with great range. Both moves do 15%; horizontal and vertical knockback for the appropriate versions. Another move is that he spins his arms around very quickly, like ROBs down smash with greater range. This move does 14% and mid horizontal knockback. The physical moves have moderately low lag on them. He also has heavy armour, taking up a maximum of 20% before flinching. If the opponent does more damage than that, he simply ends up on the floor. He cannot go into the air.

Valgar can also fight during this time period, and if he dies, the army retreats.



Valgar was a quick and nimb character in Guardian heroes, and that hasn’t really changed in Smash bros. As looking at the whole picture, you can clearly tell that this character has trouble killing opponents (most moves KO at about 145 odd percent), but has a nice time raking up damage, as most are multiple hits that are insanely hard to DI or avoid, and mostly safe. Typical Lightweight characteristic (just like the Banana Kong), but when you look closely, there is more divine characteristics. Valgar is an amazing pressure character in both sorts (like Shield Pressure).

Valgar is an amazing pressure character, specifically shield pressure. The characters that do better against Valgar are the ones with good OoS options other than grabbing. Valgar is a character that is constantly on the opponents case with moves such as Dash Attack, Hovering F-air for example. Many of Valgars moves are multiple hits which cannot be grabbed out of shield, and the multiple hitting moves hurt the opponents shield quite a lot. We all know that when the opponents shield is busted, they are vulnerable to KOing. So if they get to that stage, if you pile on the pressure, they’ll slip up. Valgar has some combos with his U-air, and D-air at early percents. Moves that are generally good at following up are Down Smash, Forward Air and Dash attack. They all move along at quick speeds and ranges, and are multiple hits that can’t be shield grabbed. This means you could easily rake up 30% in one sitting. Painful ay?

Say, can he approach well? Well, the follow-up moves I stated are all good for approaching. Down Smash goes through 9/10 projectiles (Apart from Falcos blasters, they have transcendent priority), so campers aren’t exactly his worst nightmares (but they might prove troublesome). Valgar can also zone and approach (slowly) with down air, it has low lag, covers decent area, and generally ends very quickly in a diagonal direction, and is very spammable (plus it is disjointed).

Lets talk about his Magic ay? You should try to restore it when you have a great deal of time on your hands, if you’re thinking of doing little but often spurts of Magic Restore, uhhhh, you’ll be losing more magic than gaining, and if you don’t have any magic left? Well, you lose a stock. Magic makes up a great number of moves, including his only reliable set-up and safe move of the side-b, and the forward smash close up. Also, Side-b and Down-b also works together, you can even recover health with it (a small amount, but a small amount is better than no amount). Magic = recovery, KOing, projectile, sets-up.

So, Valgar has good approaching tactics, can he camp? Well, Valgar has 3 projectiles at his disposable. He has x2 Forward Tilt, Neutral B, and B-air. These are all good Projectiles in their own right, and can cause troublesome for some characters. However, ALL these projectiles uses up magic, so, eventually, he HAS to stop using them to restore magic. Sure, you can have a good 50 use of them since they only do low MU such as 5. But remember that other moves use them, and you don’t want to go past the 30 MU borderline. Plus, his D-air can be used for camping in one place, but not off the stage.

Oh, he’s good? Let me guess, he is good at KOing? Well, frankly, NO. His main KOing move is his forward smash, and that KOs at 140 odd percent, and it also quite hard to land as well. Thankfully, he has side-b for a set-up move. At high percents, you can use side-b again and again when the opponents in the bubble to KO the opponent earlier at about 100%.

Plus, Valgars edge-guarding isn’t that great because of the large amount of ending lag that exists in his aerials, meaning that gimping for early KOs is also quite bad (good luck with a cancelled up-air if you try it).

So, who does Valgar generally hate? Valgar generally hates characters you have high range and priority than him. That’s because they can punish his approaches easier and that if they have high priority than him, it means that Valgar has to play more of a back seat role, waiting for the opponent to approach him with his projectiles. This means characters like Marth do better against him. Also, characters with a solid defence game can be annoying, especially with people with high speed as well. As that means it’ll be hard to get your hits in. Valgar is also a character that doesn’t like traps as well, as he is a very aggressive character who can fall into those traps as well.

So whenever Valgar is against higher priority characters, great defence characters such as Snake and Falco, and Trap Based Characters, he has to play more defensively with his projectiles. Valgar has to play patient (especially against naner mad kong), otherwise you’ll be feeling the blows more than the opponent will be. Valgar is a pressure character, so some opponents will have to play patient and wait for openings/ bait him into mindgames. Its kind off ironic how he has to play patient against those other characters, because they have the tools to stop his aggressiveness.

Every character has pros and cons. Valgar is a quick and nimb character that is aggressive, very aggressive. Valgar is a pressure character, who can rake up tons of damage if the opponent slips up. Valgar also has the tools to be a defensive character with his projectiles. However, Valgar dislikes Trap, high priority, and supreme defence characters, and has to play more defensively and patiently, something which a character like Valgar should not do, hence having bad match-ups against them.
 

Weldar

Smash Cadet
Joined
Oct 19, 2007
Messages
59
What, how did Blue Maiden get picked as the worst on pirate ship, my vote goes to Multiplayer
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
wth? the metroid songs have been hated upon in this thread ~ not just in the worst of the worst tourny, none of them survived to the 2nd in the best of best tourny, and the best performing song on a metroid stage was golden sun battle scene/final boss. Although I admit, they could have done a better job choosing metroid songs for brawl lol.

village of the blue maiden - 11
mp2 multiplayer - 14
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I kind of like Village. And Metroid has many very nice songs... but sadly, not many of them made it in, and Multiplayer isn't one of them.

Multiplayer (MP2)
 

Thrull

Smash Cadet
Joined
Oct 10, 2007
Messages
36
Blue Maiden has the fantasy western motif going on. MP2's music was not at the same level of quality as MP1's overall I think, and Multiplayer is one of the more repetitive examples.

Multiplayer (MP2)
 
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